We’re all following a path of some kind or other. Maybe it’s a parent’s path or a mentor’s path. Until we aren’t. Then we’re creating a new path. Blazing a new trail as it were. Others may have crossed the area and you may pass over their footsteps, but really it’s all new to you. There’s a quote from Ecclesiastes about nothing new under the sun. That was written somewhere around 300 BCE. Seriously?! It would have been great for that author to be transported to the modern day. Electricity, cell phones, airplanes, so much as happened in 2000 years. People are still people though, so the writer may comment on that. Here’s the thing though, each time out we are choosing paths based on what we know. What went before us. Everything is new to us! I feel like the anti-Phil in Groundhog Day! I feel a…
Benny returns with a look at the intersection of inspiration and temptation.
Today, Benny and guest (Derik Duley) take a look at Ravensburger’s Castles of Burgundy: The Dice Game.
Don’t panic. Benny’s back with another installment of Therapeutic Meeples. This time, it’s about panic attacks.
Benny takes a look at that difficult topic: perfection. From players to game play, what can we expect from perfection?
Benny ventures into the lactose-tolerant world of gaming with this review of Dairyman from Tasty Minstrel Games and Homosapiens Lab.
Benny scours the DSM and brings us another installment of Therapeutic Meeples. What is the Imposter Syndrome? And what does it have to do with Camel Up Cards? Both fair questions.
Benny takes a look at the upcoming roll and write game by designer Danny Devine, Harvest Dice.
As is often the case, I was pondering a game idea and thinking about how it would, or if it would, relate to the therapeutic setting. Over the years of designing games, I have found a number of publishers are looking for what they term “family-friendly”, “gateway”, or “easily accessible” games. In a sense, they are looking for games that are often ideal in a therapeutic setting. Games that are fun, fairly light, and visually appealing. These games also tend to be quick playing and offer an opportunity for looking inwardly regarding one’s experiences. Often they can be a catalyst for conversation. But I started thinking about something different: games with an economic core to facilitate therapy. I considered a number of possible options when looking at this idea. In an economy, the participant is seeking to input some sort of good/material/service in order to claim something different in return.…
Benny interviews up and coming game designer, Derik Duley. They discuss his roll & write game, Ancient Artifacts, and his plans for the future.